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> Is it because these days companies have thrown far more psychology at optimizing it?

Absolutely. Including hiring former casino personnel. Cards don't have flashy lights, music, nor the concept of a near miss.

You could call them the same only if you ignore all the context around it. For example, I know of no cards where you can purchase a more expensive card pack that has slightly higher odds of getting something good. Different loot boxes costing different amounts of money with the only difference being a slight increase in percentages are a completely common occurence.



No, they definitely had those special, more expensive packs for Pokemon, and Yugioh.

But I agree with your overall point that the games are more flashy and do exploit more than cards ever could.


Do they? I've only ever seen major TCGs sold three ways (not counting secondhand): Regular booster packs (fixed number of cards, odds of rarities in small print on the back), preconstructed decks (fully known, no randomness), and bundles (box with five or ten regular packs plus one specific card or random known-rarity card).




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